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Pojo's Duel Masters Card of the Day

Image from Wizards Duel Master site

  Mummy Wrap, Shadow of Fatigue

Card # DM-53

Date Reviewed: 01.19.07

Constructed Average Rating: 4
Limited Average Rating: 2

Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.


DRY 1337



Mummy Wrap, Shadow of Fatigue is a card that duelists have been skeptical about since its release.  The problem with Mummy Wrap is that it’s weak and the effect harms both the player and the opponent.  Nevertheless  what players fail to realize is that Mummy Wrap is the recursion duelists dream.  Still skeptical?  Take a look…


Mummy Wrap, Shadow of Fatigue


Cost: 3


Race: Ghost


Civilization: Darkness


Type: Creature


Rules Text:

·         Instead of having this creature attack, you may tap it to use its Tapability.
TapEach player discards a card at random from his hand.

Power: 1000


Yes, the power to mana ratio is horrendous.  For 3 mana we’re able to summon a ghost with a pitiful 1000 power.  This is much worse than the ratios we get from typical darkness creatures (like Horrid Worm) and leaves Mummy Wrap prone to any form of attack.  On top of that, the effect appears to be lackluster.  When you tap Mummy Wrap you and your opponent must discard a card at random, which is stupid, in most people’s opinion.  Most people prefer to go with Horrid Worm, a creature that is stronger power and only discards from your opponent’s hand.  Oookaayy, so maybe Mummy Wrap is terrible after all… Right?


Not exactly… As far as Mummy Wrap’s power, we can actually compensate by combining it with Shadow Moon.  The neat thing is that Shadow Moon comes in on turn 4 when it’s time to tap Mummy Wrap.  In addition, not only does Mummy Wrap’s power increase to 3000 (with Shadow Moon’s effect), it also creates the groundwork for a Ghost deck!  At the present moment, ghosts are being ignored but just take a look at all of the glorious evolutions you’ll have at your disposal!  Imagine having a field of slayers and a field of creatures that refuse to die!


Ok, so now let’s discuss the fact that you lose a card when you tap Mummy Wrap.  It’s not as bad as we think…  The fact that you get to tap Mummy Wrap, instead of attacking with it, is actually a brilliant feature.  Let’s compare it again to Horrid Worm.  When Horrid Worm attacks and breaks a shield, the opponent will get to pick up the shield and keep the same amount of cards in his/her hand.  With Mummy Wrap they wouldn’t have the luxury of getting that shield and you wouldn’t have to worry about hitting a shield trigger and losing your momentum.  As a matter of fact, why not add insult to injury and cast Cranium Clamp right before tapping Mummy Wrap?  Your opponent will suffer a net loss of 3 cards (to your 1) and will pick up zero shields.  After your fourth turn your opponent will most likely not have a hand. ;)


As far as having to discard your own card, it’s really no big deal when using a darkness deck.  As a matter of fact, duelists that specialize in graveyard recursion grow stronger when they have options in their graveyard.  Just cast a Morbid Medicine or Zombie Carnival (if playing with Ghosts) and restore the creatures that you discarded while your opponent is left with nothing in his/her hand.  Corpse Charger is also very useful with this strategy. 


Alas!  Another Dry secret revealed. ;)


The Good:  It provides hand control and evolves into some of the most incredible creatures!


The Bad:  You have to discard a card from your hand.


The Ugly:  Without a blocker or Shadow Moon, it’ll sit out there naked and ready to die.


Constructed Rating: 4/5 – It sucks that you lose a card but most skilled darkness duelists will use that to their advantage.  The evolutions are fabulous and everything fits into place, as far as mana cost.


Limited Rating: 2/5 – It might not be much help here.  Without a blocker this creature is as good as dead.



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